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Firebirds: Motion Blur in War Thunder

Today, we’re taking a look at motion blur in War Thunder — what it is, how it’s implemented in the game, and what challenges we were facing. War Thunder goes to the movies!

[h2]What Is Motion Blur?[/h2]
In a video game, images are created from scratch, each frame displays a single point in time.
Real cameras or even our eyes don’t work like this. Taking a picture takes time, and over this time the world doesn’t always stand still. If an object moves while we’re taking the picture, it will appear in all those places at the same time on the final image. This is what we call motion blur.

Actual screenshot from War Thunder (Seek & Destroy trailer)

[h2]Explanation Of The Basics[/h2]
To simulate the effect of motion blur, we need to know how every pixel has moved since the last frame. This requires all animations and moving effects to report their current and old positions. It can be one of the hardest parts of making this feature work. But thankfully we already had this working for anti-aliasing techniques. The few animations that didn’t support this became very easy to spot because motion blur turned them into a big blurry smudge. So we fixed them quickly!

For a starting point, we used a proven technique for implementing the effect, you can read more about that here. Basically we check where a pixel was in the last frame and where it is now, then we blur this pixel along the line in between.

Clean separation of foreground and background

To make calculations more efficient and smooth out some edges, the line is also blurred in the forward direction extending the line past the current pixel position. To speed things up further we make some decisions together for bigger blocks of pixels based on their general direction.

Each pixel’s distance from the camera also needs to be considered to let us blur the background and the foreground separately. The blurred line of a background pixel can sometimes pass behind a still standing, sharp object in the foreground. Other times we need to keep the background sharp while a foreground pixel is blurred on top. When two objects blur together in a single pixel, their individual speed is also important because sometimes neither must stay sharp.

[h2]Technical Challenges In War Thunder[/h2]
Of course we needed to make some tweaks to shape it to our needs. To decide how to blur a pixel we need to know its speed. But what if there’s no single answer because there is more than one thing visible in the same point? Without special care, transparency is invisible to the algorithm.

In War Thunder, we have glass cockpits and colored light bulbs attached to planes flying over trees while breaking the sound barrier. So we needed to treat glass surfaces somehow. Here, we have completely different speeds all on the same pixel. The glass is steady but the forest behind it is very fast.

We ended up using a similar trick as with the background-foreground separation. If we see something through glass, we treat that as one category, while directly visible objects are another. We don’t blur one category on top of another but we allow mixing within categories.

This way we achieve images where the background is blurred through the glass but the glass itself can maintain its sharp silhouette.

Note: at the time of writing this post, special treatment of transparency is only enabled if Motion Blur is maxed out.

Blurred background through sharp glass

Blurred background through sharp glass


[h2]Limitations[/h2]
Since we only have a single known speed for each pixel, fast moving transparent objects won’t be blurred, only the background objects you can see through them. This also means that reflections on such surfaces can only be blurred based on the background.

To create a perfect effect we would need perfect information. Even if we know a pixel’s screen position in both the past and the current frame, we don’t know what path it took between the two. We just blur it in a line, as if it was moving straight, which is almost always good enough. One important exception is the wheels of vehicles. Here, one point on the wheel can move to the opposite side in a single frame’s time. Assuming straight movement here is far from reality.

For the time being this issue is not solved, wheels will need a custom method for correct motion blur that works on different principles.

Foreground motion blur with overblurred wheels

[h2]Is It Realistic?[/h2]
Motion blur is visible not only for fast moving objects, but also if the camera itself moves. On film this is a very common effect, but in our natural vision the eye usually locks onto objects keeping the world more steady for us. Video game motion blur is cinematic — it looks like a real movie made with real cameras. But it’s not like seeing the world with your own eyes.

To better simulate human vision, we added an option to disable motion blur caused by the movement of the camera. This will still blur fast moving objects like planes flying by, or exploding debris, but will keep the image sharp when you’re just looking around.

Camera blur off, only the turret is moving

Turning the turret with full motion blur

[h2]Is Motion Blur Good For Our Games?[/h2]
We hear this question a lot and internally had conversations about this as well. Some say it gives the feeling of motion and makes the experience more immersive. While others say it makes it harder to aim for moving targets, it removes clarity that’s important for competitive play. Well, they are both right. It’s a matter of taste and what you want from the game. If you’re most interested in winning and climbing the ladder, it may not be for you — feel free to turn it off. We’re completely fine with that. But if you’ve already won and you’re making a highlight reel from your replays, or just want to feel the speed as you’re flying, you can max it out and use it for a movie quality effect.

Comparisons
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Fair Play: November 2024



We’re constantly working to improve your experience in War Thunder, this time by removing griefers and exploiters. We rely on our team of Game Masters who look at statistics, as well as on reports from players that they carefully go through. You can use the replay service on our website as well as in-game reports to report players who have violated the Terms of Service and the License Agreement of the game to us.

[h2]Banned accounts[/h2]
Since October 22nd, we’ve issued punishments to 25,013 accounts that were found to have violated the rules. Specifically, 23,872 were banned for different time frames for breach of paragraph 2 of “Annex #1. Game Rules” in the Gaijin Terms of Service namely for teamkilling (including intentional ramming). 1,190 were banned due to breaching paragraphs 3.2.3 and 3.2.4 of the End User License Agreement (EULA) namely in exploiting game flaws and manipulating the game mechanics.

For transparency, we’re publishing the lists of 2,728 players who have been issued a ban of 1 week or longer (up to the permanent ban), the remaining 22,285 players have been suspended for a shorter amount of time as a warning of appropriate severity. These lists will be available for two weeks after the publication of this article.

List: https://wt.link/FairPlayNovember2024


[h2]Recommendations[/h2]
We’d like to remind you to abide to the rules to keep up the friendly and competitive atmosphere in the game.

As always, we also recommend that you set a strong password for your account and enable two-step authentication in your profile security settings. We have the following 2FA options available: email, SMS, TOTP (Gaijin Pass/Google Authenticator), and Telegram bot, which we suggest trying if SMS 2FA messages are not reaching you.

We’d also suggest that you turn on 2FA for the email that is linked to your account for additional security. This will protect your account from fraudsters. And remember, don’t break the rules and never share your account information with anyone!

The War Thunder Team

Firebirds: Improved Mud On Ground Vehicles & Naval Effect Improvements



Today we’ll take a look at some more improvements coming to the Firebirds major update: mud on ground vehicles and improved naval effects such as better fires.

[h2]Dirtier Ground Vehicles[/h2]
With the release of the Firebirds major update, you’ll notice an update to various effects related to mud, soil traces and the nature of your ground vehicles getting dirty. In particular, the effects of mud from under the wheels have been improved, with many bugs and inaccuracies fixed. The effect itself has become more saturated as well!



But that’s not all. Ground vehicles have always been able to get covered in mud, snow and sand, but we’ve now worked to make this mechanic more elaborate and realistic. Before the Firebirds major update, the surface of an entire map consisted of one material; either sand, dirt or snow. But now, the areas of the surface you drive on can have different materials, meaning ground vehicles can get covered with different types of mud at the same time. In addition to being able to clean off dirt in water as normal, you can now fire your main caliber gun and use the physics of that to “shake and blast” that dirt off. Pretty awesome!

[h2]Setting Up Radars Before Battle[/h2]
Previously before each flight, you had to manually set the required operating modes of aircraft radars which was inconvenient. In the Firebirds major update, you’ll have the opportunity to configure aircraft radars before the battle, and for each game mode, you can choose your own set of settings. Select a vehicle, be it an aircraft, helicopter, SPAA or naval vessel that is equipped with a radar with search mode and go to the test flight settings screen. From here, you can set the mode of the radar, radar search mode and radar scope scale. The same settings can be made at the beginning of the battle in the respawn screen and in the “Settings” menu. Radar settings are individual for each vehicle, and can be set for each vehicle that has a search radar.



[h2]Naval Fires Improvements[/h2]
Naval battles have also changed significantly. Surface vessel fires have been visually improved and divided into three categories: critical, which can cause imminent destruction, dangerous, which can cause little damage but can lead to serious consequences, and cosmetic, where the damage from fires is small, important compartments and modules are out of danger, and the battle can continue to be fought.

Firebirds: Improvements to Custom Tank Sights & Hit Analyzer

Today we’ll be going through some more new features and improvements coming to War Thunder in the Firebirds major update!

[h2]Improvements To Custom Sights[/h2]
In the Firebirds major update, we’re expanding the functionality available in the “Sight settings” menu. It’s now possible to add the name of the shell you’re using to the sight and configure it in the same way as other elements can be within custom sights. You can move it to wherever you want, change the text and background color in different channels, change the size and font, and set the preferred name of the shell used — either its type or short name. In addition to this, the range scale can now be moved horizontally with the mouse cursor!



We’ve also improved the existing functionality of configurations. The sort list now puts player-created or downloaded configurations at the beginning, and a created or downloaded configuration that you no longer want can be deleted without leaving the game.

[h2]Analyze Your Hits From Your Battles [/h2]
It’s now possible to see hits that you made or received during a battle as they actually happened, without needing to replay them manually in the Protection Analysis menu. You can view hits from a replay by clicking on the “Hit analysis” button when leaving a battle, or find the replay in the replay list (navigate “Community” > “Replays” from the hangar) and click the button from there.



Recorded hits are divided into two groups, where you can switch between both: either hits made by you, or hits from enemies. Each hit has time stamps, the name of the ammunition used and vehicle, and on the menu on the right, you can see the range and details of the projectile and vehicle. It’s also possible to save individual shots from the hit analysis menu to a file and play them from there, allowing you to both share them with your friends or attach them to bug reports. Please note that not all hits are saved. Some hits are filtered by gun caliber, so the list will not have a scattering of machine gun hits, as this can interfere with finding the exact hit that you wanted to see.

A Decal and the Return of the Pz.Sfl.Ic and Panzer IV/70(A) for Bundeswehr Day!



The first soldiers joined the ranks of the FRG Armed Forces on November 12th 1955. Until the mid-1990s, they served only on German territory, but then began to participate in international peacekeeping missions and major military operations. The number of people in the German Armed Forces exceeds 180,000 people.

[h2]The Pz.Sfl.Ic and the Panzer IV/70(A) are temporarily available for Golden Eagles![/h2]
Both vehicles are temporarily available for 1,000 and 2,980 Golden Eagles respectively.

When: From today until November 15th (07:00 GMT).
Where: Germany > Army > Premium vehicles.

About these tanks
  • The Pz.Sfl.Ic is fast, maneuverable and stealthy which is ideal for reconnaissance and getting to capture points. Armed with a small but formidable 50 mm PaK38 cannon and also having decent armor protection, the Pz.Sfl.Ic is also able to destroy most enemy vehicles at its rank.


  • The Panzer IV/70(A) is a tank destroyer armed with a 75 mm PaK42 gun. In addition to this, it also has impressive armor penetration with its PzGr 39/42 round and boasts good armor protection too. This compact and highly accurate firing tank destroyer is ideal for long-range defensive gameplay.


[h2]Get the “Bundeswehr chevron” decal![/h2]

“Bundeswehr chevron” decal

When: From today until November 15th (07:00 GMT).
Task: Task: Play 3 battles using German vehicles at rank III or above to receive the “Bundeswehr chevron” decal!

Additional details:
  • You must use a minimum of rank III.
  • Your activity must not be below 70%.
  • You can complete the task in random battles, except for Enduring Confrontation missions, [Assault] mode and Helicopter PVE battles.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Bundeswehr Day.
  • You can find the decal in the “Germany -> Tanks” tab in the Customisation menu.